From: Upper Michigan
Well I'm not the most unbiased one to respond, but IMO UV2.0 is the best for PBEM because it's better balanced. UV2.0 won't have the Allied tendency to run away with the game in the later half like GG does. One of my primary goals in developing UV2.0 was to get more games to end in a draw under equal play. I had many ideas to support that end, and integrated them very carefully so they complement each other well. Also, my new map improves the look and gameplay as well.
The two major differences, as I see it, between UV2.0 and GG are the surrender rules and the Middle East region. My opinion is that the game doesn't benefit by adding these surrender rules, which is why I never contributed to that long thread a while back concerning this. I like the Check Mate feel in this game. As Russia, I couldn't see throwing in the towel before AV was reached. The surrender rules can force this upon the Russian player by pure chance, which I don't like at all. This game is best played with two opposite poles. One pole being total Allied surrender (the AV) and the other pole being total Axis surrender. UV2.0 stays true to this idea.
Regarding the Middle East and GG's oil emphasis. Brian's gripe for a long time now has been the lack of a separate supply unit for fuel and separate industry for it. It's a legitimate grip, and one that probably should be addressed if there's ever a sequel. However, in this game, I don't follow Brian's logic when he compares oil outputs of certain regions, then compensates by adding more resources. IMO, UV2.0 keeps to the relative real world value while GG overemphasizes it. Each resource point is an abstraction of all types of resources. In some regions it represents everything, and in others only one or two. Take Rumania for example, it has 4 resources. 50% could be oil and the rest could be everything from ore to wood. In contrast, Iraq's is definitely 100% oil. When you figure its all oil, and nothing else, then the normal values are sound.
Adding extra resources to the Middle East only makes an Axis AV more likely when Germany breaks through Cairo. In games where AV is 4 points away are the Allies expected to cede victory when Iraq falls? I'm sure the world did not revolve around the Middle East back then like it does today. American oil production was more than enough to satisfy the Allies need. It's an error IMO to make Iraq worth more than 2 points toward AV. The problem is magnified even more if Germany takes Persia too. Looking at it from the other end, if Germany never breaks through Cairo, it's apparent that all them Middle East resources are going to be give the Allies a lot of extra production, tipping end game balance even further in the Allies favor.
If additional levels of damage could be represented by the game engine, this concept could work. To fully repair resources it takes 2 levels, but to build new should take 2 to 3 times as much. A new factory costs 6, yet to fully repair only costs 2. See my point? To make a new resource it should cost at least 4. In addition, it takes time to develop from the ground up, so levels 3 and 4 of damage should each take one turn to repair. This would prevent an unrealistic exploitation of new resources in one turn. At a cost of 4 it should take 3 turns to fully repair. 1 turn for level 4, 1 turn for level 3, and 1 turn for red and yellow damage levels. For new colors, level 3 could be purple, and 4 could be black for instance. If Brian added support for that into the engine and I did the graphics, then I think the concept could work. But I'm not sure if Brian could or wants to because almost a year ago I asked him to add additional damage levels for greater scenario flexibility. It could prove useful in the Pacific, the Middle East etc.
In summary, without additional levels of damage being added to the game engine, I feel it's a mistake to mess around with the current resource numbers in the Middle East. If it was added, then I would certainly make full use of it in UV3.0.
Jesse LeBreton, AKA Lebatron
Development team- GG's WAW A World Divided